254 Commits

Author SHA1 Message Date
Kawe Mazidjatari
0bcc3036dd NOP 'avi->Init()' from dedicated.
AVIFIL32.dll is no longer required to run the dedicated server
2022-04-15 20:06:27 +02:00
Kawe Mazidjatari
b753295a49 SDK improvements
* Dedicated SDK now supports ASLR enabled executables.
* Complete removal of CEngineClient on the dedicated server.
* Complete removal of gHLClient and g_pHLClient on the dedicated server.
* Performance improvements for the dedicated server frame loop.
* ConVar 'CVCallback_t' structure rebuild.
* Reduced overhead throughout SDK.
2022-04-14 19:18:59 +02:00
Kawe Mazidjatari
7ba4f4021b Remove last hardcoded addresses for GameSDK 2022-04-13 01:25:33 +02:00
Kawe Mazidjatari
092b7e9d43 Start of migration to IDetour interface
Migrating to this to initialize all patterns and prototypes in Systems_Init() instead.
This should make debugging missing/not found patterns easier and allow for opting out variable/constant search (some of these require other patterns to be found, thus resulting in seg faults..).

Also added check to detect if user has a eligible CPU to run this SDK.
The game requires SSE and SSE2 instruction sets. Our SDK requires this too due to the use of SSE intrinsics, so we cannot let the game handle this. We have to check it ourselves.
2022-04-11 01:44:30 +02:00
Kawe Mazidjatari
8c1dfb50f4 Address class cleanup/improvements
* Move most definitions to implementation file to avoid recompiling whole program for small changes
* Pass strings by reference for where possible.
* Split Module class to dedicated file.
* Add const qualifiers to all eligible methods for address/module class
* Some renaming
2022-04-10 19:59:34 +02:00
Kawe Mazidjatari
e2f06a8a68 Massive performance improvements
Inline every signature defined in the SDK (previously each translation unit had its own copy of the signature and function prototype). DLL init is near instant now (85% speed improvements).
2022-04-09 02:18:57 +02:00
Kawe Mazidjatari
aa57170e0d Start of pattern search refactor 2022-04-09 01:14:22 +02:00
Kawe Mazidjatari
6a46486e99 See description
* Added 2 new FileSystem pointers with new features in their classes.
* Register all factory instances created by the GameDLL in the SDK.
* Added new command 'fs_mount_vpk' to mount a specified VPK file.
* Renamed 'fs_decompress_pak' to 'fs_unpack_vpk'.
* Some renaming of Factory and VPK types.
* Some light optimizations/cleanup.
2022-04-09 00:59:42 +02:00
Kawe Mazidjatari
6feb41c285 Partial CNetChan class rebuild and implementation (see description)
* Adapt codebase to new class to reduce rune-like code.
* Fixed several bugs where the global CClient pointer was used instead of the instance in question to issue bans and display information about a certain client in CBanSystem and Pylon.
* Upgraded CBanSystem and Pylon to use IPv6 instead (including IPv4 mapped IPv6 addresses). This breaks all existing banlist files! All bans have to be re-issued or the existing file has to be updated to use IPv4 mapped IPv6 addresses and renamed to 'banlist.json', and moved to the root of the 'platform' folder.
2022-04-02 02:48:54 +02:00
Kawe Mazidjatari
b85683b6f7 Prevent dedicated server from writing any files to 'Saved Games' folder 2022-03-31 23:54:45 +02:00
Kawe Mazidjatari
83fc611a48 Prevent dedicated server from overwriting videoconfig file 2022-03-31 17:22:46 +02:00
Kawe Mazidjatari
b1a806dccb Rename 'GAMECLIENTONLY' definition to 'CLIENT_DLL' 2022-03-27 22:17:30 +02:00
Kawe Mazidjatari
a5a8f85764 Rename materialsystem to cmaterialsystem
Naming it the same as Valve did
2022-03-26 01:04:20 +01:00
Kawe Mazidjatari
1038ba786e CBaseClient overhaul and partial class rebuild
Also added initial CBaseServer rebuild
TODO: INetChannel rebuild..
2022-03-26 00:24:13 +01:00
Kawe Mazidjatari
9b511edbb2 Properly shutdown dedicated again
Small oversight during file refactor
2022-03-25 01:19:27 +01:00
PixieCore
5747e8d201 Patch entitlement check from S2C_CONNECT routine. 2022-03-24 00:04:33 +01:00
Amos
8e1953cc8d Load STBSP file specified in prereq file
The game now loads a override STBSP file for the BSP if field 'stbsp' in level prereq settings is populated.
2022-03-02 01:16:35 +01:00
Amos
6583e174de Implement custom paks loading per level
Game will check scripts/levels/mapname.json and load all rpaks in the rpak field.
Game now also unloads pak files loaded by the SDK preventing crashes and unnecessary memory usage.

VPK's and STBSP's are planned to be added as well.
2022-03-01 02:39:46 +01:00
Amos
2719a85504 Debug overlay QOL improvements + Con_NPrintf() hook
* Added ability to invert rect to calculate offsets from bottom/right as well so debug text doesn't get out of view, or obstruct view when window is resized.
* Added Con_NPrintf() hook which shows detailed systems running times and VGUI panel debug information.
2022-02-28 01:01:40 +01:00
Amos
62604e8fe9 CAI related stuff (see description)
* Partially rebuild CGlobalVarsBase and CGlobalVars struct.
* Partially implement BuildAINFile (disk builder) written by BobTheBob9. All that needs to be found are the addresses/offsets for 'pUnkStruct0Count' and 'pUnkLinkStruct1Count' (see ai_node.h). I didn't have time for it yet.
* Patch call which restarts the engine once AIN file has been build (so it doesn't get cleared from memory).
* Temporarily patch write operation in 'Detours_LevelInit()' which writes out of scope since the navmesh structure is misaligned somewhere still with a few bytes.

NOTE: 'CAI_NetworkBuilder::BuildFile()' is for now commented out until the 2 other structs are found in the game dll. Once found then we could start fixing the struct offsets and hope it works as-is.
2022-02-27 03:15:00 +01:00
Amos
dc6e0a3613 Fix client script error causing crash 2022-02-24 16:46:38 +01:00
Amos
d12bf39dea Fix SQVM error for dedicated 2022-02-24 02:17:05 +01:00
Amos
3616b85f6a Some fixes and new features, see description.
* Add CServerGameDLL interface to SDK (unfinished)
* Inline all CHostState members. Calling discrete member functions will result in a corrupt stack. It also alters with the VTable layout in the engine since we assign our SDK instance directly to it. Forcing everything to be inline (like the assembled counterpart within the executable itself) will ensure no virtual calls will get created and misalign the base VTable.
* Patch SQVM_CompileError to call SQVM_Error with the severity flag set to false (0 = do not terminate process, 1 is terminate process).
2022-02-24 01:51:11 +01:00
Amos
8c940fcbc8 Completely strip Miles SDK from dedicated 2022-02-23 21:03:06 +01:00
Amos
7b971d0398 Disable starpak error handling on the dedicated server
Server could be ran without any starpak files
2022-02-19 20:30:09 +01:00
Amos
57a5b5015e Additional cleanup 2022-02-19 16:42:40 +01:00
Amos
8079e0ed4c Heavy cleanup for CHostState methods and signatures
* Add Cbuf_AddText and Cbuf_Execute signatures.
* Remove additional VGui stuff from dedicated statemachine.
* Move signatures to their respective headers.
* De-inline 'CHostState::FrameUpdate()'
* Ported al new patters to GAMEDLL_S1, CEngine still recreation needs extra work
2022-02-19 02:31:16 +01:00
Amos
9e21284172 Fix dedicated crash during script error + shutdown game properly when tasked by user 2022-02-18 02:51:16 +01:00
Amos
e864f773a1 Add protobuf files
.proto for sv_rcon and cl_rcon + compiled results
2022-02-11 00:38:50 +01:00
Amos
a5da2e81bf RCON improvements (see description)
** SERVER **
* Close redundant connections if max sockets have been reached.
* Ban if client keeps spamming without authing first (ignoring message).
* Check for whitelisted address before issuing bans (whitelisted address in ConVar 'sv_rcon_whitelist_address' will never get banned or get its connection terminated.
* Transmit SQVM and DevMsg logs over the wire to the net console.

** NETCON **
* IPv6 support.
* Close connection properly after FIN request.
* Prompt user to reconnect after connection has been terminated instead of closing the application.
* Add proper quit command.

** SDKLAUNCHER **
* Rename to 'launcher.exe' to describe its purpose better. Our logo gets printed nice and large on the console during startup.

** SDK **
* Cleanup.
2022-02-08 16:32:00 +01:00
Amos
c187bed4c5 RCON implementation (see description)
* Fully rewritten protocol agnostic CNetAdr class
* Fully rebuilded legacy CNetAdr class
* Fully rebuilded dual-stack CSocketCreator class
* New project "netconsole" added (lightweight netconsole for RCON)

RCON is still work in progress
2022-02-06 16:48:52 +01:00
Amos
f488b7e75e Load 'server' VPK's instead if the dedicated server is a standalone dedicated server
* Load server VPK's instead of client VPK's on standalone servers
* Dynamically search for 'g_bDedicated' global boolean instead of hardcoded address
* Add 'PatchString' to memory class
2022-01-26 23:45:58 +01:00
Amos
591559f8dc Add pseudodefs to precompiled header file 2022-01-26 23:45:08 +01:00
Amos
381b97eb65 Remove unnecessary include
basetypes.h is now precompiled
2022-01-16 01:40:27 +01:00
Amos
de3b3f53bd Optimizations + QoL improvements/cleanup
* IConsole overlay now clears the oldest log entries to stay under the vector limit instead of clearing the whole vector.
* IConsole code cleanup.
* IBrowser code cleanup, reordered class methods.
* Use ConVar utilities to get/set values for strings in IBrowser and IConsole.
* New ConVar's for RUI console overlay to tweak colors.
2022-01-12 02:56:17 +01:00
Amos
556894b3e3 Add connect command fix back
Accidentally removed.
2022-01-05 23:50:14 +01:00
Amos
47fdd4211d Fix for S3
For some reason the same byte pattern wasn't found in the miles dll for the S3 game, even though they where identical. Changed the byte patterns to search for the last 2 bytes of the instruction as well and made the conditional jmp instructions, unconditional for making sure mileswin64.dll doesn't close the process when a debugger is found.
2022-01-05 23:43:51 +01:00
Amos
d52bd5eeec Initial support for S1 2022-01-05 23:02:20 +01:00
Amos
c486c2d593 Portability to S2 completed
CServer functions are evolving quite heavily over these seasons, so these need a bit of work
2022-01-05 02:11:21 +01:00
Amos
84e7729ca0 Add client and debug utilities + cleanup 2022-01-04 11:56:31 +01:00
Amos
5f664d8e6b Create signatures for all used Dedicated functions 2021-12-31 03:44:21 +01:00
Amos
2c7ced128d Heavy dedicated cleanup
* Since the material mode is set to '2', all of the render loops and shader loading functions are no longer called. These have all been removed.
* Added description for patches that missed them
* Traced root caller/cause for certain patches to skip even more unnecessary code and save more memory.
2021-12-30 22:13:56 +01:00
Amos
22c0b5c867 Dedicated server improvements 2021-12-30 17:20:47 +01:00
Amos
c48ed7f7a5 Rename dedicated variables 2021-12-29 18:06:37 +01:00
IcePixelx
d1ba2bd567 Fixed changelevel, needs more research tho. 2021-12-29 15:35:48 +01:00
Amos
4695012571 Fix 'C_PropDoor' not spawning properly on the server 2021-12-29 13:58:03 +01:00
Amos
b514f928a6 Use a separate executable for dedicated server
The dedicated server still has directx dll imports which will cause issues with ReShade or 3DMigoto, or trying to load it on a headless machine with no directx installed. The imports have to be cleared to avoid issues. The most convenient approach is to do this with a separate exe rather then patching it in runtime.
2021-12-29 02:16:28 +01:00
Amos
bc8f9400d3 Fix collisions for headless dedicated server 2021-12-29 00:19:01 +01:00
Amos
0e36aa647f Dedicated without ShaderApi and DirectX pre-alpha
The instruction at 'CalcPropStaticFrustumCull' [0x14028F3B0 + 0x5C7] moves RSP + 0x70 into the R13 register.
RSP + 0x70 seems to contain a pointer to collission data for that particular prop model.
When running NoShaderApi() and passing the dedicated server the '-noshaderapi' command line parameter, RSP + 0x70 will be a nullptr.
This has to be fixed to have prop static collissions on the server.
2021-12-28 20:19:17 +01:00
Amos
69161ae6c0 Implement RTech_AsyncLoad hook and concommand
The ConCommand 'rtech_asyncload' allows the user to load specific pak files on-demand.
2021-12-27 16:53:35 +01:00